__________________ Extinction is the rule. Survival is the exception. I have taken The Oath of Sangus Most people are not just comfortable in their ignorance, but hostile to anyone who points it out.
Name: Halgar Othensson Race: Half-Elf(Wood Elf ancestry) Alignment: NG Class: Bard Background: Shipwright Personality Traits: A pipe, an ale, and the smell of the sea: paradise Ideal: Muddied waters always clear in time Bond: I repair broken things to redeem what's broken in myself Flaw: Past horrors come to visit at the most inopportune times. Appearance: Halgar looks very much like a man that belongs much further north then the Saltmarsh, with his braided blond hair and very pale skin. While he was known to have more of a coppery tone during his youth and his brief time with the Navy, his time being away from the sea has caused it to mostly fade, showing very few psychical features from his mothers side. Being both shorter then most human men and thinner, he is usually plainly dressed and would blend into most backgrounds if he wasn't as well known as he is in SaltMarsh. He keeps his hair long, partly as a preference, partly to cover the slight point of his ears. History: TBD Role-Playing Sample: Got three reps from this one so figured it'd work Sheethere
Name: Alternen Gale Race: Half-Elf (Sea) Alignment: CG Class: Paladin Background: Marine Hardship: Leave None Behind - you carried an injured marine for miles to avoid capture and death. Personality Traits: Nothing can shake my optimistic attitude | I love a good insult, even one directed at me | I love being being out in nature; poor weather never sours my mood. Ideal: When people follow orders blindly they embrace a kind of tyranny Bond: I know nothing about my elf heritage and it feels like a missing piece of me. Flaw: I have a very bad temper but a long fuse. Appearance: A dashing young half-elf with golden hair and fair skin. His eyes are the blue-green of the sea. He is lithe and steps with a light bounce. He is often smiling and almost always jovial. The young half-elf normally wears well worn but well cared for leather and a light weight cloak - almost always ready to head out into the wilderness with little notice.
History: Born a bastard to the daughter of a noble house, Alternen was kept around at the behest of his mother and against the wishes of his grandfather. Only his mother knows who his father is - all that is known is that he is an elf of some sort.
Alternen has always been drawn to the water. He was always a strong swimmer and always felt comfortable in the water as well. Often when he wanders through the forests, he'll end up next to water. Be it a stream, a pond, the ocean or something in between. There is some bond to water that he does not understand. He's never really thought about it - its just something that has always happened and is a normal thing for him.
When he was young he asked his mother about his father's people. She would tell him nothing about his father, but did bring him down to the closest elf church, which happened to be dedicated to Deep Sashelas, the elven god of the sea. Learning anything about elves began to fill what had always been a bit of an empty space inside him and he became very active at the church. The elven clerics of the church recognized the sea elf in Alternen and trained him. On his 16th birthday, he was blessed by the god with divine powers.
Being granted powers by an elven god threw his half-breed lineage in his grandfather's face. He pulled a few strings and got Alternen into the marines. During his training he and another trainee became separated from the company. Alternen was follwing him in the patrol and he simply lost sight of the man in front of him. And when Alternen realized what had happened, the patrol was nowhere to be found and the two recruits were lost. They decided it was best to wait for daylight to try to find their way back and face the consequences of their blunder. As they were making their way back the way they thought they had come in the early morning, they were set upon by two goblins. How they had got there, no one could say, but the battle was pitched and Alternen's companion fell just as Alternen killed one of the goblins. He tapped into the divine powers that Deep Sashelas had granted him, raising his partner. The goblin ran into the brush - Alternen had assumed it ran away, but it lay in wait for them. As they pushed forward, hoping to get back to their unit and the healers, the goblin struck again and his companion fell once more. Alternen let out a roar of rage and charged into the brush where the arrow had come from, slaying the goblin. His divine powers were tapped, but he did what he could to stabilize his partner before setting off. He set off, carrying his companion as best he could for the rest of the day until he was finally found by the rest of the patrol of recruits. They had been set upon by a larger contingent of goblins.
Resistances/Immunities: Advantage on saving throws against being charmed, can't be put to sleep with magic
Racial/Background abilities:Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray..Darkvision, swimming speed - 30'.Aquatic Half Elf, You can move twice the normal distance (16 hours) before being subject to the effects of forced march and you can automatically find a safe way to get a boat to shore, if one existsSteady
Class Abilities:The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended usesDivine Sense, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.Lay on Hands 5/5
Feats:
Last edited by ColdBones; May 23rd, 2019 at 07:21 PM.
Name: Sjogrenard Bearson Race: Human Alignment: Chaotic Good Class: Barbarian Background: Marine Personality Traits: 1. My language is as foul as a harpy's nest.
2. I laugh loudly and see the humor in stressful situations.
3. When the sea is within my sight, my mood is jovial and optimistic. Ideal: 1. Bravery: To act when others quake in fear-this is the essence of a warrior.
2. Perserverance: No injury or obstacle can turn me from my goal. Bond: 1. I must set an example of hope for those who have given up.
2.I will own my own ship and wharf. I will use my resources to help people whose lives have been destroyed by war. Flaw: -I become irrational when innocent people are hurt.
Appearance: Sjogrenard at first appears to be like any other Uthgardt barbarian. But take a look into his eyes and you see joy and compassion. He has deep blue eyes and a perpetual smile. He laughs with encouragement for others. He gestures with thoughtfulness. Sjgorenard does have a filthy mouth, but he thinks nothing of it except around children. The Bearson has reddish brown hair and a fair number of freckles, though he tans well. Sjogrenard wields a greatsword or spear and shield in battle depending on the circumstances.
History: Sjogrenard, was a Black Raven Uthgardt barbarian. He left his home as a youth of twelve before he learned to ride a giant raven. The good-hearted youth found his way to Lonelywood of the Ten Towns. There he found a friend in Sneed Hilltopple and his family of master tailors tasked with maintaining the sails of the fishermen in town.
After a time the large and big boned Sjogrenard traveled south to Bryn Shander to join up with a mercenary band. He learned the craft of war in this bands company, and much of the injustice and atrocities that many fighting men were so fond of. Eventually Sjogrenard moved south and found himself in the marines. His new job was a bit more tolerable. Discipline was improved, but still he found the military and mercanaries cared little for the common folk. After stopping a few rapes and abuse of the elderly and young, the Bearson realized he would tolerate this life no more.
Eventually, Sjogrenard caught wind of that the Saltmarsh had survived the undead scourge of Leilon. Now that the town was free, traffic from Neverwinter, Leilon, and the Saltmarsh would pick up. There was opportunity to help the casualties of war. The little folk. Sjogrenard had a mission. He would have his own ship, perhaps even a fleet. He would own a wharf and move good to help his charges.
During his days as a marine, the Bearson found a taste for helping folks with his blood and strong arms. In particular he loved the gritty pitched battle from ship to ship and in swamps and trenches. He learned to hate pirates and others who would hurt the innocent.
So now he found himself in the service of a merchant ship heading to Saltmarsh. He would collect enough money to start his mission. He would find friends to help. He would change the lives of many downtrodden folk. One battle at a time.
Role-Playing Sample: Raackma, Barnaby, and Nettle are my best right now. The post with Nettle making Dregan his necklace maybe one of my better posts recently.
__________________ PC: Curse of Strahd(5e), Eberron Escapades(5e), Masks(CoC), Odyssey of the Dragonlords(5e), Out of the Abyss, To the CallHill(5e), Way of the Wicked(PF1e), The Third Imperium (MgT2e) DM: Horror on the Orient Express, Under Otari (PF2e), To the StarHill:Dead Suns (SF)
Last edited by Bluejack; May 23rd, 2019 at 11:01 AM.
Description: Tarquin stands five foot eleven, but he wears shoes with a heal that means he tops six foot in a crowd. His black hair is trimmed short at the sides and back, with a little more length in on to, which is waxed into a neat parting beneath his cap. The cap, like his jacket is a well-tailored tweed, which a connoisseur would recognise as the Wellesley family tweed. He is proud of his look and has perfected a posture that shows his physique at its best. He does not feel the need to fill the air with sound, but when he does it’s with a quiet assurance of someone who is sure he is right.
Background:
How he presents himself
Tarquin is a high placed agent of the wealthy Wellesley merchant family – a centuries established company plying trade-routes all over Toril. He carries himself as one the Wellesley family charged with protecting and fostering their interests in the Sword Coast. He is visiting Saltmarsh in order to understand the territory, its people and build relationships that may lead to long-term trade.
Wellesley Shipping
The Wellesley family are well known in any port town. Their original fortune came from their hundred-year patent over the Ruathym Island trading route secured them a monopoly of precious metals and gem supply from dwarves that dominated the island. This brought enough wealth to found the family’s fleet. They then they parlayed the wealth and relationships to create the trading empire that was now over two hundred years old.
Through the years the Wellesley family has kept the wealth and control firmly within a close family circle. Each generation the sons and nephews of the patriarch vie to bring power and wealth to grow the family’s fortune. On his fifty fifth birthday the Patriach, by tradition, choses a successor a steps back to the shadowy Wellesley council, that sits in the family estate on Ruathym Island.
Traits: Business is business, you should accept this and live with what you get.
Ideal: We are on earth to pass our fortune greater and stronger than that passed to us
Bond: The Family, the Circle of the Blade and the Blade.
Flaw: Pride – as a son of the Wellesleys I deserve respect, people should know their place (and my family should have treated me right).
Tarquin did not win his generation’s battle. He did not even come close, he was too young. So he knew from an early age that his interests were best served as lieutenant of those that might be successful, and to bring them opportunities to bolster their case. This set him off onto the seas and across foreign lands, living by his wits and teaching him how to win – win for the family.
His luck played out … his cousin, Timothy, was elected patriarch, and Tarquin’s future was secure, he expected to be rewarded with command of one of the more lucrative arms of the Wellesley firm. But Timothy was hungry to be renowned as a patriarch who changed the fortune of the family, not just another old man with his hand on the tiller. None of his men had the touch of Tarquin – had the magic of Tarquin. He took his young cousin to one side and charged him to go once more into the world for the fortune of the family.
Tarquin accepted the command, he could do no other. But he went with bitterness and anger. He’d earned his position – the wealth, the respect, the ease. But instead he’d been sent back out there to scrabble around amongst the unwashed of the world. To search, to manoeuvre, to find the family’s favour in places that did not know the respect in which he should be held. During the long voyage he husbanded his resentment for his treatment – for the injustice that had been dealt him.
Personality: My friends know they can rely on me, no matter what. I stretch the truth for the sake of a good story.
Ideal: The thing that keeps a ship together is mutual respect between captain and crew.
Bond: I’m loyal to my deity. They have given me the power to escape my solitude.
Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.
Appearance: WIP
History:
I was raised in a cluster of islands off the Sword Coast. No one knew who my parents were, but I knew I was not from the islands. I was different. Not just skin color, but other things I have noticed. Everyone on the island knew how to swim, but I was faster than most of them… well all of them. This pushed a wedge between the other kids and me. They were jealous of my ability and started to make fun of me and my skin color. On the fourteenth year I was on the island, a big storm hit off the coast washing a ship ashore and knocking half its crew into the water. I was living alone in a cave and saw the ship roll. Without thinking I jumped into the water, pushing myself beyond my limit. The desire to save the crew I have never met compelled me to swim faster, as if the water pushed me forward. I saved the few that could not swim and was able to bring them ashore. When on the shore, it felt I was a puppet being manipulated by an unseen power. I checked for breathing in one of the crew I rescued that was unresponsive when I made it to shore. Compressions to her chest, which usually helped drowning victims come too, did not work. Then a glow emanated from my palm, a blueish glow similar to the color of my skin, and washed over the unconscious sailor. A deep lung full of air swept in, immediately followed by the same amount of water on exhale. Coughing started and the sailor regained her breath. I was hailed a hero, but I did what was commanded of me. I did not think about saving the sailors, I just acted. That night the sailors recovered in the village I was raised in, as I stayed in my cave. When I fell asleep I had the strangest dream. In my dream I was visited by a group of ancient elves calling themselves the Undying Court and wanted me to travel the world championing their cause. I had nothing holding me on this island, so when the ship was rescued a week later, I asked to join them in their travels. Over the next few years I learned how to sail, and developed the talents given to me by the Undying Court. Also during this time I started to conceal my skin to stop any judgement based on my skin color. Eighteen years after I was found on the island, I found myself in Saltmarsh where my commission ended on my last boat, and I am looking to start a new.
Name: Bullo Dugbrace Race: Lightfoot Hafling Alignment: CN/G Class: Rogue Background: Sailor/Smuggler Personality Traits: Sailing - New ports bring new bars which brings new ales which brings new friends. Work - When there's work to be done, I work hard, but I also play hard when the work is complete. Ideal: Freedom - The freedom to go anywhere and do anything I please is provided by the sea. (Chaotic) Bond: Captain - My loyalty lies with my captain before anyone else. Flaw: Drinking - I have trouble stopping once I start drinking. It tastes too good. Appearance: Bullo has dark hair and a fresh face. In fact you would think he was an innocent young man to be fully trusted. However this would not be true. He is a smuggler by trade and is usually seen dressed in a 'borrowed' officers coat from the merchant navy. Bullo keeps his hair long and when at work on the ship his hair is tied back in a neat pony tail. However, when on shore leave Bullo lets his hair down both literally and metaphorically. History: Bullo has grown up by the sea all his life. The Dugbrace family live just five miles north of Waterdeep and from a small cove have a profitable and legitimate trading business. Bullo's father sent him to sea at the age of nine and there he has spent his whole life. His father had hoped the young lad would work his way up to be a ship's captain but alas Bullo was not made of the same moral fibre as his father. The young hafling was enticed to join the crew of the Jolly Liberator a known smuggling ship that operated out of the cover and secret harbours around Waterdeep. Bullo worked hard and became and expert foretop man on the schooner and also developed some skills that would have his father white as a sheet but were quite useful in fulfilling the Liberator side of the crew that he belonged to. As a seasoned hand Bullo never had any difficulty finding work but money and him never spent much time together due to weakness for a good beer. Bullo therefore has not made much of his life though he has enjoyed every minute of it. After many years of working all sort of boats and for all sorts of Captains Bullo has spent the last five years working on the Jolly Liberator that operates out of Saltmarsh. He has made good friends in town and is certainly regarded as one of the traditionalists. A passionate supporter of free trade but avowed to stop the needless slaughter caused by the Pirates.
Racial abilities:You have advantage on saving throws against being frightened.Brave, You can move through the space of any creature that is of a size larger than yours.Hafling Nimbleness, When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky,You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Naturally Stealthy
Class Abilities:Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.Sneak Attack, At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.Expertise, During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Thieves' Cant
__________________
Eourl Thorson
I have taken the Oath of Sangus
Have returned from annual leave just catching up!
Last edited by Eourl Thorson; May 22nd, 2019 at 02:44 PM.
Name:Name shamelessly stolen for the world's greatest science fiction series.Anathema di Cardelah
Gender: Female
Age: 110
Alignment: Neutral
Race: Sun Elf
Class: Wizard (Bladesinging)
Background: Far Traveler (customized)
Faith: Fenmarel Mestarine
Lifestyle: Comfortable (2 GP)
Personality Traits: I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. Sarcasm and insults are my weapons of choice.
Ideal: Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
Bond: I hold no greater cause than my service to my people.
Flaw: I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
Appearance: Anathema was a rational sun elven woman in her early adulthood. With 5'6", she was slightly taller than the average high elf. She wears her soft black hair at about shoulder-length. While black hair was quite common among the sun elves, the green-bluish color of her eyes, however, would have hinted at a moon elf. The elven features of her face and build were less marked compared with the other members of her race. Anathema could have easily passed as a half-elf and even as a human among people that were not well-versed in the finer points of the elven physique.
Anathema seemed to compensate her not so exemplary appearance by exceedingly parading the typical sun elven characteristics, the good and the bad. She lived up to the Ar'Tel'Quessir's reputation for being arrogant and self-important. She believed that they were Corellon's chosen people and that other races — even other elves — were subordinate to them in skill, significance, and sophistication.
Although she was a skilled practitioner of the Art, Anathema didn't appear as a wizard. With her rapier at her hip, her longbow in her hands and her hawk on her shoulder, she looked more like an elven ranger in slightly revealing and very expensive but nevertheless practical and resilient clothing.
Backstory: The di Cardelahs were one of the most influential sun elven houses to the Royal Council of Evermeet. Partly, this influence was based on the many exceptional wizards the house had produced so far, and party, one the highly regarded wisdom of its members.
As the tradition would have it, only the eldest offspring would become the next head of the family. Much to Anathema's chagrin, she wasn't the eldest one. Therefore, whenever she wanted to have her ideas implemented, she had to beg her parents and her siblings for them. As Anathema firmly believed that the greatness of her ideas was not up for discussion while her family rebuffed her on several occasions, continuing political differences developed between the young wizard and the other members of her house.
At some point, Anathema made a far-reaching decision. If she wasn't allowed to support the elven race with her wisdom here in Evermeet, she would have to go abroad. One day, when she would be mighty enough, she would come back and no one would be able to ignore her anymore.
The last ties to her family were torn apart when her father didn't allow her to use the family's great teleportation circle to be transported to Faerûn, the land of the humans and adventurers. Instead, Anathema had to travel to the east by sea, a long and arduous journey. When she reached the waters of the Sword Coast, she had almost spent all her coins, a fact not unrelated to her expensive lifestyle on board.
As a consequence, and much to her regret, she had to accept a job to work among humans. She was hired by Captain Karlsson of the Shannon, a 500-ton galleon. Anathema was proficient with navigator's tools so she helped the captain to chart the ship's course and to follow the navigation charts. She wondered whether he later wanted to employ her as a war wizard in the impending war everyone seemed to talk about.
Most of the time, Anathema could be seen standing on the deck of the Shannon, her gaze fixed to the west where she knew Evermeet, her home. She never spoke any superfluous word to any of the crew and mostly remained silent as she let her hairs fly in the wind.
Anathema di Cardelah N Female sun elven wizard 1 Armor Class 18* Hit Points 10/10 Speed 30 ft Str 9 Dex 20 Con 18 Int 18 Wis 14 Cha 8 Saving throws Int +6, Wis +4 Skills Acrobatics +7, Arcana +6, Investigation +6, Perception +4, Stealth +7 Senses darkvision 60 ft. passive Perception 14 Languages Common, Draconic, Elvish SpellcastingCantrips (DC 14, +6) mage hand, minor illusion, prestidigitation, toll the dead1st level (1/2 slots) fog cloud, grease, mage armor*, shield, sleep Rapier +5 (1d8+5 piercing) Arcane Recovery
Name:Shavol Beishen Race: Human Alignment: Neutral Class: Cleric (Grave Domain) Background: Acolyte Personality Trait 1: I would rather act than think. I believe in my instinct over rational thought. Personality Trait 2: I am always utterly serene, even in the face of disaster. Ideal: Live and Let Live. Meddling in the affairs of others only causes trouble. Bond: My bond is my quest. I must recover what I lost and seek redemption for the mistakes I have made. Flaw: My quest comes above all, I will put it above my friends if I am ever forced to choose. Role-Playing Sample:The Nightmare Begins
Time. What is time my friend? Is it an acknowledgement that the world continues to move beyond us? Is it an obsession? A belief that every single second that passes brings us closer to our inevitable demise. Can you, my friend, see the hourglass as I do? Do you see the thin flecks of sand, each and every grain as they tumble ever downwards? This, more than most, brings me inexorably forward to my death. More than most, each and every second is precious to me, and I would hold onto them as I would hold onto the most beautiful thing in the world. This is my fate. What, pray tell, is yours?
For Shavol Beishen, beauty is indeed skin deep. On the surface, the girl is truly beautiful, with eyes the colour of deepest emerald glimmering with twin pinpricks of enigmatic light — a dancing light to bedazzle those who would look upon her in their intertwining webs. Her alabaster skin, pale and flawless, resembles a porcelain doll. If Shavol looks like someone who has been touched by the grave, this description is perfectly accurate. She carries the mark and aura of the grave with her, and it is an aura that transcends any other from her. The icy hand of death hangs over her like a dark shroud, and her skin is cold to the touch. Yet, her appearance belies the power of divinity that she holds inside of herself and can wield on command.
Shavol speaks in a voice that is lightly lilted, almost musical in tone. She is softly spoken, talking in almost quiet whispers that one would strain to hear unless they moved in very close to her to hear her. Occasionally, particularly when she is distracted she has the strange tendency to speak in an ancient, almost olde-worlde dialect. What Shavol does not realise is that this is an affectation of the early life that is lost to her ~ it is an unconscious memory that will come to the surface when she least expects it to do so.
Shavol is an amnesiac. She does not remember her life prior to her return from the Fugue Plane, save for the crime she has committed and the crime that she is now damned for. Her life before is as lost to her as the ethereal void itself, although she sometimes suffers vivid nightmares of the time before it is as fleet and shadowy as ghosts dancing in the darkness. Every time she reaches out to clutch the strange fleeting memories, they dissipate into nothingness whenever she begins to get close to them.
Yet she knows what her goal is. She also knows the price for not achieving that goal.
The particulars of Shavol's early life are forever lost to her. What she knows is limited to what she knows she must do to redeem herself in the eyes of Kelemvor and his faith. Once, in that early life, she was without faith, and in particular she was irreverent and disrespectful to those who did follow the gods. In Shavol's eyes belief, true belief, was the belief in one's self and one's own abilities. This would have been fine in itself, across Faerun most gods would have been happy with mortalkind following their own belief's and making their own choices. However, in Shavol's case, she took one step too far, and she brought the attention and wrath of one particular god's clergy down upon her with her own arrogance and disrespect.
The exact events that led up to her folly, and what exactly happened is lost to her, yet what Shavol does know is that at some point in her past, she breached Kelemvor's temple inside the city of Neverwinter and stole one of the god's precious artifacts at the behest of another in exchange for wealth and riches. Handing off the artifact to her client, Shavol thought no more of it.....at least until she was seized by angry Kelemvorian priests months later. It turned out that the Kelemvorian artifact had been handed to a Tanar'ri demon lord by her client and it had been profaned at the hands of that lord for no other reason than to humiliate the Lord of the Dead and his priests. Naturally the priesthood was not particularly enthralled by this turn of events and Shavol was ultimately geased to find and return the artifact that she had given up.
She failed. Although the exact circumstances of her failure are lost to her now, Shavol failed to retrieve the artifact and ultimately perished while under the influence of the geas. Her soul, as all souls ultimately end up, was sent to the Fugue Plane where she would await judgement. Due to her crime and her lack of faith, Shavol was due to be mortared into the Wall of the Faithless on the Fugue Plane for an eternity.....until she was offered a reprieve. A celestial in the service of Kelemvor intervened and Shavol was to be given one last chance to redeem herself for her crimes in the eyes of Kelemvor. She would be restored to life, albeit temporarily, and tasked with finding the trail to the artifact that she bargained away, and return it to the Kelemvorian priesthood. By doing this, she would be allowed to avoid the fate awaiting one of the Faithless, and ascend to Kelemvor's side within the City of the Dead. Shavol was sent to the island of Gundarlun, which was the last place the artifact was seen before the trail grew cold.
Shavol has exactly one year to find the lost artifact. If she does not achieve this within that time then her life will be taken from her and she will spend eternity mortared into the Wall of the Faithless with every other damned soul from Faerun. It is a fate that she desperately wishes to avoid.
Krink | Chaotic Neutral | Male | Goblin | Cleric | Level 3 Armor Class 16 Hit Points 24/24 Speed 30 ft Str 12 Dex 17 Con 14 Int 13 Wis 17 Cha 7 Saving throws STR +1, DEX +3, CON +2, INT +1, WIS +5, CHA +0 | Initiative +3 SkillsWhen you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.Fury of the Small (1/1) | You can take the Disengage or Hide action as a bonus action on each of your turns.Nimble Escape Acrobatics +3, Animal Handling +3, Arcana +1, Athletics +1, Deception -2, History +1, Insight +3, Intimidation -2, Investigation +1, Medicine +5, Nature +3, Perception +5, Performance -2, Persuasion -2, Religion +3, Sleight of Hand +3, Stealth +3, Survival +3 Senses Darkvision 60 ft. | Passive Perception 20 | Passive Investigation 15 | Languages Common, Goblin, Undercomon Whip +5 (1d4+3 Slashing) Reach 10ft| Crossbow, Light +5 (1d8+3 Piercing) Class Skills:When the cleric casts Toll the Dead that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.Reaper Channel Divinity (1/1):When you hit a creature with a melee attack, you can spend a Channel Divinity use to deal an extra 11 points of necrotic damage.Touch of Death | As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Turn Undead Earned Downtime: 10 Days Spells (+5, DC13)Cantrips:Casting Time: 1 Action; Range: Touch; Components: V,S; Duration: 1 Minute;You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance | Casting Time: 1 Action; Range: Touch; Components: V,S,M; Duration: 1 minute;You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.Resistance | Casting Time: 1 Action; Range: Touch; Components: V,S; Duration: Instant;You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying | Casting Time: 1 Action; Range: 60ft; Components: V,S; Duration: Instant; Save: WIS13; You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.Toll the Dead Level 1 (4/4)Casting Time: 1 Action; Range: 30ft; Components: V,S,M; Duration: 1 minute Concentration; Save: CHA13; Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.Bane | Casting Time: 1 Action; Range: 120ft; Components: V,S; Duration: 1 round; A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.Guiding Bolt | Casting Time: 1 Action; Range: Self; Components: V,S,M; Duration: 1 hour;Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.False Life | Casting Time: 1 Bonus Action; Range: 60ft; Components: V; Duration: Instantaeous; A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.Healing Word | Casting Time: 1 Action; Range: Touch; Components: V,S,M; Duration: 10 Minutes; Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Protection from Evil and Good | Casting Time: 1 Action; Range: 60ft; Components: V,S; Duration: Instant; Save: CON13; A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Ray of Sickness | Casting Time: 1 Bonus Action; Range: 30ft; Components: V,S,M; Duration: 1 minute; Save: WIS 13;You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.Sanctuary Level 2 (2/2)Casting Time: 1 Action; Range: 30ft; Components: V,S,M; Duration: 8 Hours; Save: N/A; Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.Aid | Casting Time: 1 Action; Range: 30ft; Components: V; Duration: 1 minute; Save: CON13; You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.Blindness/Deafness | Casting Time: 1 Action; Range: Touch; Components: V,S; Duration: Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.Lesser Restoration | Casting Time: 1 Action; Range: 60ft; Components: V,S; Duration: 1 minute, Concentration; Save: CON13; A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.Ray of Enfeeblement
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Posting Status (December):Multiple times per workday (M-F); Maybe once to none on weekends. Week of Christmas is very hit and miss.
Last edited by Shaede; Apr 21st, 2020 at 03:54 PM.
Name: Reszo Onfroy (The Wolf who gives Peace) Race: Variant Human Class: Monk Alignment: Lawful Good Background: Sailor (Bad Reputation) Personality Trait 1:To me, a tavern brawl is a nice way to get to know a new city. Personality Trait 2: I work hard so that I can play hard when the work is done. Ideal: Fairness: We all do the work, so we all share in the rewards. (Lawful) Bond: In a harbor town, I have a paramour whose eyes nearly stole me from the sea. Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.
Backstory:
Those southern kingdoms and their petty little gods. They know nothing about survival or the way of a true warrior, The Way of Tempus. In the North the world his hard and unforgiving. The island is surrounded by cold and ice and if the weather doesn't try to kill you the wild will. It is a place where nature forgives no one their weakness and to survive is to be strong. Tempus flourishes in such a place where things such as War and Battle kull out the weak and leave only the strong. The Way of Tempus is the way of battle, the way of bringing strength to the Northmen and eliminating those who would negatively impact their survival.
This is the world that Reszo grew up in. A childhood among warriors where he watched as the Hunters brought home their quarries to provide for the rest of the village and the warriors protected it from everything from Giants and dragons to foreign invaders. The children both boy and girl were raised to admire the weak and were constantly put against each other in physical competition from races and feats of strength to sparring matches. Reszo quickly rose above the others growing larger in stature event than most northmen. He quickly became a target for the others, but he enjoyed the attention, he loved being the biggest and strongest among them and that none could truly challenge him among his peers. His family was proud, but Reszo was vain and soon he let it get to him.
One day he had ventured out into the cold forboding lands that surrounded their village against the rules of the King and the clan. Reszo was beginning to feel that such rules did not apply to him for he was so great he could conquer anything that crossed his path. In his young rebellion he was joined by two friends Gorm and Troels. Gorm had been second best in their sparring matches and had conquered all who crossed him but Reszo. They had become good friends along with Troels, who was quite the opposite of the two warriors. Troels was a kind hearted boy with an affinity to the old ways but who lacked the physical fortitude of his peers. Reszo had arranged their adventure to show his friend how strong he truly was and how even the weak could do their part. In doing so he spat in the teachings of Tempus but he was young naive and did not care of such things.
The boys were gone for ten days without word. When they made it back both Reszo and Gorm were severely wounded and their friend Troels was not seen. Both of the young boys seemed to be in shock and never spoke of what happened on that journey. Shortly after Gorm and Reszo became distant between one another and their friendship never rekindled. Where Gorm became more bold and pushed the boundaries of the Ways of Tempus more than any other Reszo became a devout follower of the way. He insisted on culling any weakness to strengthen the clan and followed the code he had been taught with devout persistence. They began to call him the Wolf Who Gives Peace, of course in the Way of Tempus bringing someone peace meant to send them to their rest.
Move: Action: Bonus: Reaction: Cast Casting Time: 1 Reaction; Range: Self; Components: V,S,M; Duration: 1 Round; Save: N/A; The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements Current Effect:
Toularm the Unknown | Lawful Neutral | Male | V. Human | Druid - Circle of Stars | Level 3 Armor Class 15 Hit Points 26/26 Speed 30 ft Str 7 Dex 15 Con 14 Int 13 Wis 18 Cha 12 Saving throws STR -2, DEX +2, CON +2, INT +3, WIS +6, CHA +1 | Initiative +2 Racial SkillsYou have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: When you cast a spell that requires you to make an attack roll, the spell's range is doubled.Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip that requires an attack roll. Choose the cantrip from the cleric or druid spell list. Your spellcasting ability for this cantrip is Wisdom.Spell Sniper | Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.All Eyes on You Acrobatics +2, Animal Handling +4, Arcana +1, Athletics -2, Deception +1, History +3, Insight +6, Intimidation +1, Investigation +1, Medicine +4;
Nature +3, Perception +6, Performance +1, Persuasion +1, Religion +1, Sleight of Hand +2, Stealth +2, Survival +6 Senses Passive Perception 16 | Passive Investigation 11 | Languages Common, Celestial, Deep Speech, Druidic Club (Shillelagh) +6 (1d8+4 Bludgeoning)| Magic Stone +6 (1d6+4 Bludgeoning) Class Skills:As an action, you can magically assume the shape of a beast that you have seen before twice per short rest. [2nd] Max CR 1/4 (no flying or swimming speed) [4th] Max CR 1/2 (no flying speed) [8th] Max CR 1. You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).Wild Shape (2/2) | You gain the ability to harness constellations’ power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. A) Chalice. When you cast a spell that restores hit points, you or a creature within 30 ft regains 1d8+1 hit points. B) Archer. You gain a bonus action to make a ranged attack (60 ft) dealing 1d8+4 radiant damage. C) Dragon. When you make an INT or a WIS check, or a CONS saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.Starry Form | You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map 4 times per long rest.Star Map (4/4) Spells (+6, DC14)Cantrips:Casting Time: 1 Action; Range: Touch; Components: V,S; Duration: 1 Minute;You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance | Casting Time: 1 Bonus Action; Range: Touch; Components: V,S; Duration: 1 minute;You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.Magic Stone | Casting Time: 1 Bonus Action; Range: Touch; Components: V,S,M; Duration: 1 minute;The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.Shillelagh Level 1 (4/4)Casting Time: 1 Reaction; Range: Self; Components: V,S,M; Duration: 1 Round; Save: N/A; The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements | Casting Time: 1 Action; Range: 30ft / 30ft Cube; Components: V,S,M; Duration: Instantaneous; Save: N/A; You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.Create or Destroy Water | Casting Time: 1 Action; Range: Touch; Components: V,S; Duration: Instantaneous; A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds | Casting Time: 1 Action; Range: 60ft/20ft Cube; Components: V; Duration: 1 minute Concentration; Save: DEX14; Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.Faerie Fire | Casting Time: 1 Action; Range: 120ft; Components: V,S; Duration: 1 round; A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.Guiding Bolt | Casting Time: 1 Bonus Action; Range: 60ft; Components: V; Duration: Instantaneous; A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.Healing Word Level 2 (2/2)Casting Time: 1 Minute; Range: Self; Components: V,S,M; Duration: Instantaneous; Save: N/A; By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results; Woe, for bad results; Weal and woe, for both good and bad results; Nothing, for results that aren't especially good or bad. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random readingAugury (R) | Casting Time: 1 Action; Range: Touch; Components: V,S,M; Duration: 8 Hours; Save: N/A; You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.Darkvision | Casting Time: 1 Action; Range: 120ft/5ft Cylinder; Components: V,S,M; Duration: 1 Minute, Concentration; Save: CON14;A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.Moonbeam
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Posting Status (December):Multiple times per workday (M-F); Maybe once to none on weekends. Week of Christmas is very hit and miss.